/Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h
FSavedMove_Characterrepresents a saved move on the client that has been sent to the server and might need to be played back.
class FSavedMove_Character
float
AccelDotThreshold
Threshold for deciding this is an "important" move based on DP with last acked acceleration.
float
AccelDotThresholdCombine
Threshold for deciding if we can combine two moves, true if cosine of angle between them is <= this.
FVector
Acceleration
float
AccelMag
float
AccelMagThreshold
Threshold for deciding is this is an important move because acceleration magnitude has changed too much
FVector
AccelNormal
Cached to speed up iteration overIsImportantMove().
uint32: 1
bForceMaxAccel
uint32: 1
bForceNoCombine
If true, can't combine this move with another move.
uint32: 1
bOldTimeStampBeforeReset
If true this move is using an old TimeStamp, before a reset occurred.
uint32: 1
bPressedJump
uint32: 1
bWantsToCrouch
uint32: 1
bWasJumping
ACharacter*...
CharacterOwner
float
CustomTimeDilation
float
DeltaTime
uint32
EndActorOverlapCounter
TWeakObjectPtr<...
EndAttachParent
FVector
EndAttachRelativeLocation
FRotator
EndAttachRelativeRotation
FName
EndAttachSocketName
TWeakObjectPtr<...
EndBase
FName
EndBoneName
uint32
EndComponentOverlapCounter
uint8
EndPackedMovementMode
Information after the move has been performed.
int32
JumpCurrentCount
float
JumpForceTimeRemaining
float
JumpKeyHoldTime
int32
JumpMaxCount
float
MaxSpeed
float
MaxSpeedThresholdCombine
Client saved moves will not combine if the result of GetMaxSpeed() differs by this much between moves.
uint8
MovementMode
TWeakObjectPtr<...
RootMotionMontage
FRootMotionMove...
RootMotionMovement
float
RootMotionPlayRateWithScale
float
RootMotionPreviousTrackPosition
float
RootMotionTrackPosition
FRotator
SavedControlRotation
FVector
SavedLocation
FVector
SavedRelativeAcceleration
FVector
SavedRelativeLocation
FRootMotionSour...
SavedRootMotion
FRotator
SavedRotation
FVector
SavedVelocity
uint32
StartActorOverlapCounter
TWeakObjectPtr<...
StartAttachParent
FVector
StartAttachRelativeLocation
FRotator
StartAttachRelativeRotation
FName
StartAttachSocketName
TWeakObjectPtr<...
StartBase
FQuat
StartBaseRotation
FName
StartBoneName
float
StartCapsuleHalfHeight
float
StartCapsuleRadius
uint32
StartComponentOverlapCounter
FRotator
StartControlRotation
FFindFloorResul...
StartFloor
FVector
StartLocation
uint8
StartPackedMovementMode
Information at the start of the move.
FVector
StartRelativeLocation
FRotator
StartRotation
FVector
StartVelocity
float
TimeStamp